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Under Consideration for 6000.0.X, 6000.3.X, 6000.4.X

Votes

0

Found in

6000.0.64f1

6000.3.1f1

6000.4.0b1

6000.5.0a1

Issue ID

UUM-130285

Regression

No

Binding a mipmap as UAV to a compute shader causes validation errors with WebGPU

-

Steps to reproduce:

  1. Open attached project WebGPUMipBug.zip.
  2. Open SampleScene.unity.
  3. Make sure that Web platform is selected in the build window, and that the graphics library is set to WebGPU.
  4. Build and run.
  5. Open the browser console and observe validation errors.

Error message:

 
{code:java}
mipLevelCount (4) of [TextureView of Texture (unlabeled 8x8 px, TextureFormat::RGBA8Unorm)] expected to be 1.
 - While validating entries[0] against { binding: 0, visibility: ShaderStage::Compute, storageTexture: {format: TextureFormat::RGBA8Unorm, viewDimension: TextureViewDimension::e2D, access: StorageTextureAccess::WriteOnly} }.
 - While validating [BindGroupDescriptor] against [BindGroupLayout "TestCompute.CSMain_BindGroupLayout[0]_693"]
 - While calling [Device].CreateBindGroup([BindGroupDescriptor]). {code}
{code:java}
(index):1 [Invalid BindGroup "TestCompute.CSMain_BindGroup[4]_696"] is invalid.
 - While encoding [ComputePassEncoder (unlabeled)].SetBindGroup(0, [Invalid BindGroup "TestCompute.CSMain_BindGroup[4]_696"], 0, ...).
 - While finishing [CommandEncoder (unlabeled)]. {code}

Actual results: Validation errors, shader fails to execute.

 

Expected results: No validation errors, shader works.

Reproduced on 6000.5, Windows 11

  1. Resolution Note:

    WebGPU: Fix for setting mip level for writable textures bound to compute shaders.

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